Difference between revisions of "Creating a new vendor"

From the Fallout3 GECK Wiki
Jump to navigation Jump to search
imported>Qazaaq
(moving vendor instructions [needs some work still])
 
imported>Qazaaq
m (Reverted edits by LakiasSena (talk) to last revision by Qazaaq)
 
(15 intermediate revisions by 6 users not shown)
Line 1: Line 1:
#[[Creating a New Base Object|Create a new NPC]].
#Go to the Actors/NPC section of the Object Window,right click one of the names and select new to [[Creating a New Base Object|Create a new NPC]].
#Create a Quest, tick start game enabled, enter a quest ID and then click "Ok", then open the quest again.
#Name your new NPC and give it an ID you will recognize. Also make sure the new NPC has "Autocalc Services" ticked under the AI Data tab
#Go into the topics tab of your quest, right click the white list on the left, click add topic, scroll down to "GREETING"
#Go to the Actor Data/Quest section of the Object Window and create a Quest in the same way you created a new NPC.
#Also, create a new topic by right clicking on the list where you found "GREETING"
##Tick start game enabled, enter a quest ID and then click "Ok" in the bottom right, then open the quest again.
#Right click the info tab of your GREETING and click new, make the response text whatever you want, this is what he'll say when you first talk to him. (Leave the prompt clear)
##Make sure to set the priority to 25 under the Quest Data Tab or your NPC will not speak the dialogue.
#This is very important, right click the "conditions" tab and select new, click the "INVALID" button and scroll down to your NPC's ID (Make it == 1). This makes it so that only your NPC will use the custom greeting you created.
#Go into the topics tab of your quest, right click in the Topic box (the white list on the left underneath the box Top-level only), select add topic, scroll down to "GREETING" and left click.
##Go to the new topic you created earlier, by using the same methods you used to create the GREETING.
#Add another topic but instead of clicking on GREETING, right click in the topic list and select "New"
##(right click the "conditions" tab and select new, click the "INVALID" button and scroll down to your NPC's ID (Make it == 1)
##Name this new topic "Buy", "Purchase" or some other name unique to your NPC that you will recognize.
##Response text: (This is what he'll say when you click the "Buy" Button)
##Finally, select your created topic and press "OK" to add it to your dialogue.
##Prompt: (Whatever you want it to be) Example: I'd like to buy something.
#Now select GREETING from the left section of the window (GREETING topic).
##Now, at the bottom in the "Result Script (Begin)" box type: SHOWBARTERMENU
##Right click the info tab and click new, make the response text whatever you want, this is what your NPC will say when the player first talks to them. Also make sure to leave the prompt section clear.
#Create a NEW (Meaning new ID etc.) container, put it inside your store's cell but somewhere where the player can't reach it, put whatever you want in it, this is what the merchant will sell (Hint: Caps)
#This is an important step, with your greeting selected in the Info tab right click the Conditions tab and select "New".
##Click the "INVALID" button and scroll down to your NPC's ID, then click "OK". This makes it so that only your NPC will use the custom greeting you created. Now make sure that the "Condition Function" box says "GetIsId", the "Comparison" Box is "==" and the "Value" box is "1". Select "OK".
#Now select the "Buy"(or something similar) topic once more (from the left topic box)
##Right click the info tab, select "New" and enter into the Response Text box what your vendor will say when the player selects "Buy". Then select "OK".
#In the "Info Details" section, click on the box to the right of the word prompt and enter, unsurprisingly your prompt... i.e- "I'd like to buy something"
#Select "Buy" in the Info tab right click the Conditions tab and select "New".
##Click the "INVALID" button and scroll down to your NPC's ID, then click "OK". This makes it so that only your NPC will use the custom greeting you created. Now make sure that the "Condition Function" box says "GetIsId", the "Comparison" Box is "==" and the "Value" box is "1". Select "OK". This will allow your vendor to sell stuff.
#At the bottom of the window, in the "Result Script (Begin)" box type: SHOWBARTERMENU
#Finally, Reselect GREETING and go over to the "Add Topic" tab, right click it, select Add Topic and select your "Buy" topic ID.
#Create a NEW container.
##One way to do this is to go to the World Objects/Container section of the Object Window and set the filter to generic.
##Then right click the generic safe, select edit and enter an new ID. Now select "OK" and a box should pop up asking if you would like to create a new object or re-ID the existing object. Hit "yes" to create a new one.
##Once that's done, you are ready to put the container inside your store's cell. A good place to put it is somewhere the player won't be able to gain access to it, like outside the building zone or under the ground level. If you do choose to place it inside the store itself, then be sure the container is locked.
##Then put whatever you want in it as this is what the merchant will sell. Also make sure to put some caps in it so the vendor has some money to buy some of your things.
##To finish off your container, double-click it in the render window and make sure the Persistent Reference box is ticked on.
#Place your NPC inside your store, double click him in the render window and select merchant container, and scroll down to your container's ID, click okay, save and you're done.
#Place your NPC inside your store, double click him in the render window and select merchant container, and scroll down to your container's ID, click okay, save and you're done.
#Go to you quest's topic tab again and click the GREETING, go over to the "Add Topic" tab, right click it, select Add Topic and select your "Buy" topic ID.
 


<noinclude>==Optional==
<noinclude>==Optional==
Phew, now, if you want to talk to him through an intercom.
Phew. Now, if you want to talk to your vendor through an intercom.


#Go to the Talking Activator Tab under "actors" and create a new one (New ID) and put it in your house.
#Go to the Talking Activator Tab under "actors" and create a new one (New ID) and put it in your cell.
#Double click your NPC inside the store, at the top type a new ID at the top where it says "Reference Editor ID"
#Double click your NPC inside the store, at the top type a new ID at the top where it says "Reference Editor ID"
#Create a new script:
#Create a new script:

Latest revision as of 13:19, 9 November 2011

  1. Go to the Actors/NPC section of the Object Window,right click one of the names and select new to Create a new NPC.
  2. Name your new NPC and give it an ID you will recognize. Also make sure the new NPC has "Autocalc Services" ticked under the AI Data tab
  3. Go to the Actor Data/Quest section of the Object Window and create a Quest in the same way you created a new NPC.
    1. Tick start game enabled, enter a quest ID and then click "Ok" in the bottom right, then open the quest again.
    2. Make sure to set the priority to 25 under the Quest Data Tab or your NPC will not speak the dialogue.
  4. Go into the topics tab of your quest, right click in the Topic box (the white list on the left underneath the box Top-level only), select add topic, scroll down to "GREETING" and left click.
  5. Add another topic but instead of clicking on GREETING, right click in the topic list and select "New"
    1. Name this new topic "Buy", "Purchase" or some other name unique to your NPC that you will recognize.
    2. Finally, select your created topic and press "OK" to add it to your dialogue.
  6. Now select GREETING from the left section of the window (GREETING topic).
    1. Right click the info tab and click new, make the response text whatever you want, this is what your NPC will say when the player first talks to them. Also make sure to leave the prompt section clear.
  7. This is an important step, with your greeting selected in the Info tab right click the Conditions tab and select "New".
    1. Click the "INVALID" button and scroll down to your NPC's ID, then click "OK". This makes it so that only your NPC will use the custom greeting you created. Now make sure that the "Condition Function" box says "GetIsId", the "Comparison" Box is "==" and the "Value" box is "1". Select "OK".
  8. Now select the "Buy"(or something similar) topic once more (from the left topic box)
    1. Right click the info tab, select "New" and enter into the Response Text box what your vendor will say when the player selects "Buy". Then select "OK".
  9. In the "Info Details" section, click on the box to the right of the word prompt and enter, unsurprisingly your prompt... i.e- "I'd like to buy something"
  10. Select "Buy" in the Info tab right click the Conditions tab and select "New".
    1. Click the "INVALID" button and scroll down to your NPC's ID, then click "OK". This makes it so that only your NPC will use the custom greeting you created. Now make sure that the "Condition Function" box says "GetIsId", the "Comparison" Box is "==" and the "Value" box is "1". Select "OK". This will allow your vendor to sell stuff.
  11. At the bottom of the window, in the "Result Script (Begin)" box type: SHOWBARTERMENU
  12. Finally, Reselect GREETING and go over to the "Add Topic" tab, right click it, select Add Topic and select your "Buy" topic ID.
  13. Create a NEW container.
    1. One way to do this is to go to the World Objects/Container section of the Object Window and set the filter to generic.
    2. Then right click the generic safe, select edit and enter an new ID. Now select "OK" and a box should pop up asking if you would like to create a new object or re-ID the existing object. Hit "yes" to create a new one.
    3. Once that's done, you are ready to put the container inside your store's cell. A good place to put it is somewhere the player won't be able to gain access to it, like outside the building zone or under the ground level. If you do choose to place it inside the store itself, then be sure the container is locked.
    4. Then put whatever you want in it as this is what the merchant will sell. Also make sure to put some caps in it so the vendor has some money to buy some of your things.
    5. To finish off your container, double-click it in the render window and make sure the Persistent Reference box is ticked on.
  14. Place your NPC inside your store, double click him in the render window and select merchant container, and scroll down to your container's ID, click okay, save and you're done.


Optional

Phew. Now, if you want to talk to your vendor through an intercom.

  1. Go to the Talking Activator Tab under "actors" and create a new one (New ID) and put it in your cell.
  2. Double click your NPC inside the store, at the top type a new ID at the top where it says "Reference Editor ID"
  3. Create a new script:
ScriptName scriptID

Begin OnActivate
    setTalkingActivatorActor VendorReferenceID
    activate
End
and attach the script to your talking activator